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[require]
GLSL >= 1.50
GL_ARB_gpu_shader5
[vertex shader]
#version 150
void main()
{
}
[geometry shader]
#version 150
#extension GL_ARB_gpu_shader5 : enable
layout(invocations = 4, points) in;
layout(triangle_strip, max_vertices = 4) out;
void emit(vec2 v2)
{
gl_Position.xy = v2;
gl_Position.zw = vec2(0, 1);
EmitVertex();
}
void main()
{
int i = gl_InvocationID;
vec2 v;
v.x = -1.0 + float(i & 1);
v.y = -1.0 + float((i & 2) / 2);
if (i >= 0 && i < 4) {
emit(v);
emit(v + vec2(1, 0));
emit(v + vec2(0, 1));
emit(v + vec2(1, 1));
EndPrimitive();
}
}
[fragment shader]
#version 150
void main()
{
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
[test]
clear color 0.0 0.0 0.0 0.0
clear
draw arrays GL_POINTS 0 1
probe all rgba 0.0 1.0 0.0 1.0
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